I see, I misread it as 'How in all hell can samus be any more dangerous'.
but even if her up is less dangerous than MK's/Marth's (wich is obvious, as their up OoS is beyond beastly), samus has quite alot on falcon.
I'll explain:
Samus' Zair spacing is really hard to deal with.
She can use her Zair spacing for alot of things:
Zair space>projectiles
Zair space>smashes
Zair space>tilts
Zair space>aerials.
The fact samus' Zair outranges anything we have, doesn't help falcon, but this alone doesn't makes this matchup 65-35.
Samus projectiles alone are an advantage, as beeing forced to approach is a disadvantage. Especially for falcon.
Samus' up b out of shield may be less dangerous than MK's/Marth's up b OoS, but samus' up b out of shield is still something to keep in mind.
Samus' close range game is not as bad as some of you make it out to be. Her neutral A on the ground is quite fast, and her Dtilt can kill. Her Fsmash comes out quite fast, and her Dsmash is also quite fast, and hits on both sides if I recall correctly.
Samus' Uair is also quite hard to deal with. If you are above her, this move can hit you fast.
As all of samus' aerials autocancel, she won't endure much lag after any of them, wich is a pro for her.
Her Zair also has almost no lag when she lands, so her long(er) range game, can, in theory, shut down falcon.
Samus' tether recovery gives her an extra option while recovering, making it harder to gimp her.
Also Samus' fully charged charge beam can kill.
and when falcon is offstage, and has to recover, the samus player doesn't need alot of guessing, to hit you with a projectile, as falcon's landing lag bug after sweetspotting the ledge with up b, even when nullified with a Nair/Uair/Bair, can give you trouble.
So when falcon is offstage, samus' advantage is even clearer, as she can knock you offstage again without much trouble. (rolling onto the stage>normal missle, jumping from the ledge>super missle, airdodge punish (as the landing lag bug makes you endure some lag, even when nullified) with another projectile. Or you get hit by the super missle, and also end up offstage. these where just some examples)
and also, samus' spike is quite beastly, too.
Samus has such clear advantages (on paper), that this matchup is at least 60-40, samus' advantage.
And with everything I wrote in this post, samus can easily have a 65-35 advantage on falcon, wich, as I see it, is the case.
Zair spacing can be handled. Sliding sidesteps, shielding, or rolling *HELL NO DON'T ROLL lol*, or staying low to force the samus to use lower zair's *falcon kick, crouching* and then jumping over the zair.
Its not a wall like you're making it out to be. It still is very strong, but the lagless thing is a bit different here, the lag cancels when she hits the ground. Meaning, if you avoid the zair as she goes up, you can approach her unopposed. If she zairs as she's coming back down, you can approach and shield the zair, putting you in close range combat, and you're both grounded to add on to that fact.
Its a matter of prediction, if the samus performs properly, she'll keep you at long range, and have the upper hand, while if the falcon shields properly, he'll be able to move in, and not have to deal with a storm of missiles too. While this does force falcon to approach, samus's midrange game is really ONLY ZAIR, if you can avoid it, you're on even ground at midrange.
Tether recovery is just another option, and you can always falcon dive her as she snaps to the ledge. Actually, I'd recommend AGAINST it, but yeah it still is an option, as I see it screw attack is still FAR safer, since the hitbox can cancel out a few gimp options.
The reason charge beam is a horrendous kill option is two sided:
1. Its pretty telegraphed. I know that its a fast shot, but alot of the time I can predict when it'll come out, but this is all mindgames. Its hard to follow up on, forcing it to be used as a string ender or a spacing trick/trap. Its no doubt a strong kill option, but that brings me to number 2...
2. THE CHARGE TIME. You can't fire missiles or zair while charging. Meaning, you either charge while falcon's offstage and sacrifice a gimp option, charge during the match, sacrificing your zair/missile wall and allow falcon to rush in unopposed, or charge while falcon's dead. The only problem is getting falcon dead to begin with XD
You don't want to be relying on charge beam as your main kill option, since you have to recharge it after every shot, and its not exactly the easiest move to follow up on. Its a string ender type move, which means its also easy to know when your opponent will be using it. Samus can't follow up on the move if it gets shielded too, meaning a bad shot can give falcon a free approach.
Fsmash is an OK kill option, barring the fact that it's pretty short ranged and has a long cooldown time. Dtilt is VERY fast, and usually a samus's main kill option, but it's also a great move overall, so keeping this move fresh is hard for samus players. On top of that, it has a long cooldown and is nowhere close to safe on shield.
Dsmash is a bad kill option. It kills at ridiculously HIGH percentages. And I speak from experience *lol hylian lol*. Utilt is another good kill option, it's kinda like OUR utilt. Almost.
By the way, approaching doesn't automatically give your opponent the advantage. You don't have to commit to an attack when you approach, you only need to get in close enough to render samus's mid/long game useless. From there, you can work you way around and keep the momentum.
Samus still has an advantage, but her lack of killing power and the fact that falcon can work around her projectiles a bit better than some of the rest of the cast can give him an small edge to counter her superior zair and great offstage game.
I still hold my 55:45
Edit: samus favor you tards